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GAME INSTRUCTIONS 

PLAYS ON ATARI* 5200’“ SUPERSYSTEM 


METEORITES 



Blast off into space to fight for survival through a 
never ending field of meteorites and alien attack 
ships. Welcome to the exciting and challenging 
interstellar world of Meteorites. 




OBJECT OF THE GAME 

Meteorites is a series of rounds in which the game player(s) tries to score as 
many points as possible by breaking up various size meteorites until they are 
completely destroyed New rounds begin with more numerous waves of 
meteontes Alien ships make attack runs on your ship during game play 
These attack ships can be destroyed by your Photon Cannon or be avoided 
until they leave the screen or collide with the meteorites themselves 
Each player starts out with three ships until more are awarded during game 
play scoring. 


GETTING READY TO PLAY 

Meteorites is for one or two players. In a two player mode, rounds alternate 
with only one player on the screen at a time Both players use the same con¬ 
troller Set Game Select (1 or 2 players) by pressing any numbered key (0-9) 
or # on the Atari analog controller. A second white zero appears in the upper 
right corner of the screen for second player scoring totals. "START", 
“RESET" and "PAUSE" buttons control their respective functions Pressing 
"PAUSE" a second time restarts the game The number of ships left in the 
game for each player appears on the bottom left or right corners of the 
screen. 


CONTROLLING THE SHIP 

Your ship's flight altitude, speed, and photon cannon are controlled by the 
joystick and both (upper and lower) fire buttons. Pushing the joystick forward 
ignites the main engine thrusters providing acceleration in the direction 
your ship is pointing 

Moving the joystick to the right engages clockwise rotation of the ship. 
Moving the joystick to the left engages counter-clockwise rotation of the 
ship. The photon cannon fires forward when the primary fire button 
(lower button) is pressed 

HYPERSPACE. When collision with a traveling meteorite appears likely, 
the secondary fire button (upper button) can be used to engage your ship's 
hyperspace engines to get out of danger But beware, frequent escapes to 
hyperspace may cause your engines to overheat, causing a chance of re¬ 
entry explosion when your ship reappears on the screen 





NOTE: Always turn the console power switch off when inserting or re¬ 
moving game cartridge from console. 


SCORING 

Player points total from the following hits or destroys by your photon 
cannon. 


METEORITES 

ALIEN SHIPS 



50 PTS. 

o 

100 PTS. 



Extra ships are awarded to players every 10,000 points scored. 


FLYING TIPS 

Game action takes place in Deep Space with almost no gravity or inertia. 
Even short bursts of engine thrusters are enough to move your ship across 
the screen To stop the ship, it must be rotated until engines face the direc¬ 
tion the ship is moving and a retro-fire burn must be used to slow down the 
ship until it is near a standstill. The existing gravity will be enough to bring it 
to a complete stop. 


HELPFUL HINTS 

1 Beware of radar ghosting which can create phantom meteorites on the 
edges of the screen Your photon missiles may appear to pass through 
these meteorites, but they will be tracked accurately once they move 
towards the center 

2. Keep your ship away from the edges where meteorites and alien ships may 
take you by surprise. 

3. For accurate firing and thrusting, view the direction of the ship as the 
imaginary line defined by the navigation lights on the bow (front) and stern 
(back) of the ship. 

4 Fire continuously while the ship is in hyperspace This will make it easier 
to locate the ship when it reappears on the screen. 






SPECIAL NOTE 

Meteorites will respond as well as any 5200 cartridge to the analog controller 
supplied with the 5200 system 

Much of the development programming was done with a digital (Atari 2600 
type joystick) and a Masterplay 5200 Interlace 

We highly recommend the game player compare playing Meteorites both 
with and without the 5200 interface and your favorite 2600 compatible joy¬ 
stick. Our engineers and programmers found this latter set-up afforded the 
fast response time and accuracy of movement for more enjoyable and 
exciting game play 


GAME CARTRIDGE LIMITED NINETY DAY WARRANTY 

Eiectra Concepts international warrants to the original consumer purchaser that this 
game cartridge is free from any defects In material or workmanship for a period of ninety 
days from the date of purchase If any such defect is discovered within the warranty 
period. Eiectra Concepts International's sole obligation will be to replace the cartridge 
free of charge on receipt of the cartridge (charges prepaid, if mailed or shipped) with 
proof of date of purchase at either the retail store where the cartridge was purchased or at 
the Eiectra Concepts International Service Center. 39 Birchdale Drive, Holbrook. NY 
11741 This warranty shall not apply if the cartridge (i) has been misused or shows signs 
of excessive wear, (ii) has been damaged by being used with any product other than the 
Atari 5200 Console, or (iii) has been damaged by being serviced or modified by anyone 
other than the Eiectra Concepts International Service Center 

ANY APPLICABLE IMPLIED WARRANTIES. INCLUDING WARRANTIES OF MER¬ 
CHANTABILITY AND FITNESS. ARE HEREBY LIMITED TO NINETY DAYS FROM THE 
DATE OF PURCHASE CONSEQUENTIAL OR INCIDENTAL DAMAGES RESULTING 
FROM A BREACH OF ANY APPLICABLE EXPRESS OR IMPLIED WARRANTIES ARE 
HEREBY EXCLUDED 

Some states do not allow limitations on how long an implied warranty lasts or do not 
allow the exclusion or limitations of incidental or consequential damages, so the above 
limitations or exclusions may not apply to you 

This warranty gives you specific legal rights and you may also have other rights which 
vary from state to state 


ELECTRA CONCEPTS INTERNATIONAL CORP. 

® 1984 Wyner Bros 
All Rights Reserved 

Atari and 5200 are trademarks of Atan. Inc